Dithering: Difference between revisions
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[[File:Cheryl_compared.png|thumb|350px|Left showing native resolution and unblended dithering. Right showing HD and no dithering. ]] | [[File:Dithering_Transparency_Effect_Comparison_With_and_Without_crt-hylian-ntsc_-_Monster_World_IV.mp4|350px|thumb|right|Dithering Transparency Effect Comparison With and Without crt-hylian-ntsc -Monster World IV]] | ||
[[File:Cheryl_compared.png|thumb|350px|Left showing native resolution and unblended dithering. Right showing HD and no dithering.]] | |||
'''Dithering''' is a technique to increase the amount of color and shading that can be done on a system. The effect is achieved by using lines or dots which are then blurred by the low quality [[Shaders_and_filters#NTSC|NTSC]] signals (composite or RF) that the system uses. Modern computers use higher quality analog VGA (RGBHV) or digital HDMI, DVI, or DisplayPort signals, which means that the dithering ends up being sharp and unblurred. | '''Dithering''' is a technique to increase the amount of color and shading that can be done on a system. The effect is achieved by using lines or dots which are then blurred by the low quality [[Shaders_and_filters#NTSC|NTSC]] signals (composite or RF) that the system uses. Modern computers use higher quality analog VGA (RGBHV) or digital HDMI, DVI, or DisplayPort signals, which means that the dithering ends up being sharp and unblurred. | ||
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[[File:Org-1-.png|250px|right|thumb|Sega Genesis Game Lion King showing unblended dithering]] | [[File:Org-1-.png|250px|right|thumb|Sega Genesis Game Lion King showing unblended dithering]] | ||
[[File:Policenauts_PC98.png|250px|right|thumb|Unblended dithering in Policenauts for the PC98]] | [[File:Policenauts_PC98.png|250px|right|thumb|Unblended dithering in Policenauts for the PC98]] | ||
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|+Dithering implementation varies wildly across console generations depending on video bandwidth, VRAM constraints, and hardware-level video filters. The table below breaks down how different major systems handle dithering and how those choices manifest on modern flat-panel displays.<br>Many older computer games also used dithering, though unlike with console games, it was not expected for the dithering to be blended into solid colors or proper transparency due to the sharper output of PC monitors. Of particular note are games for Japanese computers such as the PC-88/98, which often featured heavy use of dithering. | |+Dithering implementation varies wildly across console generations depending on video bandwidth, VRAM constraints, and hardware-level video filters. The table below breaks down how different major systems handle dithering and how those choices manifest on modern flat-panel displays.<br>Many older computer games also used dithering, though unlike with console games, it was not expected for the dithering to be blended into solid colors or proper transparency due to the sharper output of PC monitors. Of particular note are games for Japanese computers such as the PC-88/98, which often featured heavy use of dithering. | ||
! System | ! System | ||